You draw up a set of elven sigils and speak a word form elven high language, as well as supplying it with the correct component
Nevae - Darkness. If you shoot a creature with this projectile, it must make a constitution save or be blinded until the start of your next turn. The component for this effect is 5 gp worth of pitch.
Ik - Strength. If you shoot a creature with this projectile, it must make a strength save of be pushed 10 feet away from you. The component for this effect is spices worth at least 5 gp.
Alusfaen - Blood. If you shoot a creature with this projectile, it must make a constitution save or start to bleed. A bleeding creature takes 1d10 necrotic damage at the start of its turns. It can repeat this saving throw at the end of their turns. The component for this effect is two daggers worth at least 5 gp.
Iorwe - Move. If you shoot a creature with this projectile, it must make a wisdom save or move 15 feet towards you. The component for this effect is a sweet condiment worth at least 5 gp
Khaor - Curse. The target must subtract a d4 from their next saving throw until the end of your next turn. The component for this effect is 5 hp worth of blood you must use.
Hin - Sound. The target must make a constitution save. On a failed save it is deafened until the end of their turn. The component for this effect is 5 gp worth of gunpowder.
Ary - Big. The 5 projectiles combine into a single projectile of the same size and weight. However when fired it deals an additional 6d4 bludgeoning damage. The component for this effect is a very tiny piece of adamantium worth at least 5 gp